Do paved roads have a function except for keeping a path to your trading depot clear? Do they just look pretty except for that one function or do they also make dwarves walk faster?
[editline]24th July 2013[/editline]
I guess they are just to look pretty and help recognizing stuff, as it's quite difficult to see the workshops when it's like this, and looks odd.
[img]https://dl.dropboxusercontent.com/u/43645231/photos/DF/1.png[/img]
Paved roads are mainly useful on the path to your fort, to make sure the trader's wagons have a clear path to your depot. You can actually just use dirt roads as well, but they eventually break down.
[QUOTE=Lijitsu;41577905]Paved roads are mainly useful on the path to your fort, to make sure the trader's wagons have a clear path to your depot. You can actually just use dirt roads as well, but they eventually break down.[/QUOTE]
Break down?
[QUOTE=Leestons;41578003]Break down?[/QUOTE]
They get kicked up and start turning back into normal grassland.
[QUOTE=Leestons;41578003]Break down?[/QUOTE]
Maybe not the best term to use considering it's just a flattened and cleared path, but yeah. The tiles gradually turn back into normal soil tiles and then regrow, which means you have to do maintenance work occasionally. Paved roads are there to stay, unless tiles underneath the road become destroyed by whatever means.
[QUOTE=RearAdmiral;41548215]Without Orkel's fix skulls have the strength and consistency of those thin candy shells you get on M&Ms.[/QUOTE]
I'll update it when the new version comes out (with the giant trees etc)
How can I make workshops only use certain items for construction? I for example want Sandstone blocks, but I can only tell it to make blocks of any material in the mason's workshop.
Careful use of stockpiles and setting them up to only accept certain goods and only give to certain workshops.
I got a guy which made a mini forge with an engraving of a book named "The catacombs And the Coming Troubles"
I wonder if I can find info on that in that history overview mode.
[editline]24th July 2013[/editline]
or he is talking about my fortress, and if that is so I'm fucked :v:
[editline]24th July 2013[/editline]
Is there a way to search for the english translation of "the catacombs" instead of the string finder searching for the dwarven version?
[editline]24th July 2013[/editline]
The book was made around 490 years ago, by some female necromancer who is still alive as of today, and has been livining in the same tower named "Whiskedyawns" ever since. Is there a way to search that tower with relative ease in either adventure or legends mode?
[editline]24th July 2013[/editline]
also I can't edit my post except by just posting new stuff due to cloudfare bullshit, so just ignore the translation stuff :v:
Is there a way to remove farms without the stuff growing on it dissapearing?
New Devlog:
[QUOTE] Family came up so there was sort of a non-work period. I got a look at the old tunnel code yesterday and developed a pretty good feeling for how the underground travel stuff is going to go tonight. I expect you'll be able to travel into a fort, and then use a stair key (>) to move to the first layer, then through the layer-tunnel connection which runs through the deep sites and unsettled areas to another fort, and finally up and out with the other stair key. I also expect there will be travel allowed "off-road", out into the layers accessible from the fort, since the distances are too long to force local-view travel from point to point. I'm still ambivalent about that though, since part of the fun of exploring underground is seeing the giant mushrooms and so on as they come up, so there could still end up being a kind of middle ground in terms of where you are allowed to move in the travel view, depending on which obstacles you face and so on.[/QUOTE]
I shall deploy in a desert. Goal in this game: Breed the ultimate dwarf being. Legendary in every skill. Let the games begin.
Adventure mode: On my latest playthrough I acquired a hammerdwarf follower. During a fight he got his right hand bitten off by a wolf, so he punched its teeth out. I mean, all of them. Three punches. Teeth everywhere. And he kept doing that. I think he de-toothed two wolves, a vampire and an elf bandit or somesuch before his eventual death by drowning in a sewer.
[QUOTE=Mr Shadyface;41601195]Adventure mode: On my latest playthrough I acquired a hammerdwarf follower. During a fight he got his right hand bitten off by a wolf, so he punched its teeth out. I mean, all of them. Three punches. Teeth everywhere. And he kept doing that. I think he de-toothed two wolves, a vampire and an elf bandit or somesuch before his eventual death by drowning in a sewer.[/QUOTE]
urist enamelbreaker
has anyone ever attempted to embark and create a bridge across the ocean, then embark on that bridge and continue building the bridge?
is that even possible?
More to the point, has anyone ever tried to wall off terrifying areas?
Because I need to make Game of Thrones references as much as possible and I can't do that unless I have a wall that holds back the wildlings.
I know oceanbridges have been tried before, completed, I cannot say.
There are the border tiles you can't build on, y'see.
[QUOTE=Terminutter;41602300]I know oceanbridges have been tried before, completed, I cannot say.
There are the border tiles you can't build on, y'see.[/QUOTE]
damn, but that does give me an idea
artificial islands
I plan on turning my flux stone mining layer into a reasearch centre for the more [I]fun[/I] uses of minecarts such as shotguns or just racing in and out of a hallway as the dwarven equivalent of swining axe traps.
[editline]26th July 2013[/editline]
do the contents of minecarts fly out at high speed when the minecarts hit a track stop at high speed? I know it does deposit it's content to the side you have specified, and I also know that minecarts which run out of track continue in a straight path untill they just grind to a halt or crash into something big.
We should be able to build on border tiles. I can understand why we can't, but it'd be cool if we could.
You can't build in the 4 or so squares on the map edges, but some things [i]can[/i] be constructed there. Bridges and roads, most notably. That means you can wall off the entire map using bridges, if you want.
[QUOTE=war_man333;41600187]I shall deploy in a desert. Goal in this game: Breed the ultimate dwarf being. Legendary in every skill. Let the games begin.[/QUOTE]
Urist McRapedwarf shall be REBORN
[QUOTE=draugur;41603394]We should be able to build on border tiles. I can understand why we can't, but it'd be cool if we could.[/QUOTE]
I believe it's in place so that you can't wall off the edges of the entire embark. It gives the map a little bit of a buffer zone so that entities entering the map can at least be placed. Otherwise, it might create problems if they're spawned on a construction.
[QUOTE=Liem;41604650]Urist McRapedwarf shall be REBORN[/QUOTE]
I'm thinking more of the ultimate being like in Dune
[img]http://upload.wikimedia.org/wikipedia/en/thumb/6/6f/Kyle_MacLachlan_Dune.jpg/230px-Kyle_MacLachlan_Dune.jpg[/img]
Morul cattenmat the second, perhaps?
[url]http://dwarffortresswiki.org/index.php/Morul[/url]
Fuck yeah!
[QUOTE=Pilotguy97;41602264]More to the point, has anyone ever tried to wall off terrifying areas?
Because I need to make Game of Thrones references as much as possible and I can't do that unless I have a wall that holds back the wildlings.[/QUOTE]
I don't see why it wouldn't be possible, bonus points for freezing embark and building the wall out of ice.
How do I know what I need for a decent office? I can't really find anything like a list of requirements on the DF wiki.
[editline]27th July 2013[/editline]
nvm just checked the dwarf in question and it displays a list of requirements
[editline]27th July 2013[/editline]
cool, a dwarf of mine made an artifact which has a figurine of the creator of ANOTHER artifact in my fortress while raising the other artifact.
[editline]27th July 2013[/editline]
can a mayor also fullfill other jobs such as manager?
Just out of curiosity do I need to abandon my fort to start up an adventure mode or Legends mode? I can't find it on the main menu
Sorry, you need to Log In to post a reply to this thread.